I clap my hands!
We can climb onto roofs by carrying TIMSBackpacks!
Yes, we can.
Is this your intention?
We can?

Climbing/jumping with backpacks is possible since r1503 (build 22 feb 2017). This feature was originally implemented in Ja2+AI and later ported to VR.
But don't forget that carrying backpack results in AP penalties - you cannot move/jump as fast as without backpack.

Hey guys! I was just going through the INI for my new clean playthrough and noticed that Alternative Weapon Holding is completely disabled. What's the reasoning of that? I'm just curious as there is no issue with simply activating it of course!

Hey guys! I was just going through the INI for my new clean playthrough and noticed that Alternative Weapon Holding is completely disabled. What's the reasoning of that? I'm just curious as there is no issue with simply activating it of course!

Because there are bugs in the code for AI implementation of this mode. You can use it if it works for you, just the AI will be less effective.

Comic Sans, those scopes may well be left-overs from an older maps or inherited from other data, we've discovered these on a few maps (San Mona seems a common place for this issue,) but some are nigh on impossible to remove without wiping the whole map as they often don't even appear in the map editor.

Depending on what sort of trap they are they should be like any other and could be defused with a skilled specialist, unless they are linked to triggers which I am not sure you'd see anyway.

Comic Sans, those scopes may well be left-overs from an older maps or inherited from other data, we've discovered these on a few maps (San Mona seems a common place for this issue,) but some are nigh on impossible to remove without wiping the whole map as they often don't even appear in the map editor.

What a pity, I was so excited ;) ... but thanks for the answer

Quote:

Depending on what sort of trap they are they should be like any other and could be defused with a skilled specialist, unless they are linked to triggers which I am not sure you'd see anyway.

These are traps, which are obviously connected to alarm switches ... you can see them, when you switch on the metal detector view ... but it sems you cannot disarm them ... and walking over does nothing, too

Another question ... when I played JA 1.13 years ago I used to edit the starting gear of Kingpins killers ... I always thought that their AKs were just a little bit boring ... I gave them high end gear to be more dangerous ... and to get my hands on that gear ofc ... and so I could balance the minor underepresentation of russian weapons atm for myself ...

Is for this change a new game required or can I safely edit the xml (mercstartinggear.xml ?) during my current campaign?

Kingpin's goons will have different loadouts from the standard 1.13, most in Vengeance they have a preference for more American weaponry and some from the aftermarket sector rather than military. These loadouts are governed by values in the map editor when using detailed placement.

Kingpin's goons will have different loadouts from the standard 1.13, most in Vengeance they have a preference for more American weaponry and some from the aftermarket sector rather than military. These loadouts are governed by values in the map editor when using detailed placement.

Maybe a misunderstanding ... I meant the hired Killers (Olaf, Olga etc. ...) which he sends after you, when you steal his money

Regarding Kingpins Hitmen: I just looked into mercstartinggear.xml with the access runtime and I cannot see all of the NPCs ... if I remember correctly there were six of them ... are they still in the game? ... or better, when I steal Kingpins money and the game cannot find all six hitmen, will it crash?

Regarding Kingpins Hitmen: I just looked into mercstartinggear.xml with the access runtime and I cannot see all of the NPCs ... if I remember correctly there were six of them ... are they still in the game? ... or better, when I steal Kingpins money and the game cannot find all six hitmen, will it crash?

Thanks

I was just questioning the same thing.

I believe some of Kinpin's hitmen were replaced with other characters. The original intention was to remove Kinpin's stash anyway, to differ from Vanilla, but on recent inspection I see the money is still there. So it's something we're looking into. I'd maybe refrain from changing any gear for the mean time, as it's likely to change from how the mod currently is.

Regarding Kingpins Hitmen: I just looked into mercstartinggear.xml with the access runtime and I cannot see all of the NPCs ... if I remember correctly there were six of them ... are they still in the game? ... or better, when I steal Kingpins money and the game cannot find all six hitmen, will it crash?

Thanks

I was just questioning the same thing.

I believe some of Kinpin's hitmen were replaced with other characters. The original intention was to remove Kinpin's stash anyway, to differ from Vanilla, but on recent inspection I see the money is still there. So it's something we're looking into. I'd maybe refrain from changing any gear for the mean time, as it's likely to change from how the mod currently is.

I don't mind about Kingpins stash, but I liked the thrill of being chased =) ... six of them were tough, but it would be sad if the remaining three (?) vanish too ... maybe they could chase you for liberating Maria or something else

Sorry, if it's the wrong thread to ask, but I searched already the whole forum ...

For testing reasons I changed the items of the Colonel in the first sector ... I did everything how it's explained in the txt file regarding the mercstrtingear/access guide which is the root directory ... so, I changed a few things and saved the file back ... started a new game, but the Colonel still has his originial loadout ...

What do I miss here? is there any up-to-date guide about editng mercstartinggear? I did these things a few years ago without problems, but with all the new features and changes over the years I seem to be lost

Edit: It worked now in the second try ... no idea where the problem was, though

So, made it to the Oronegro refinery, killed the enemies, didn't hire Calvin but decided to take a break and do repairs, Can't train militia either, how am i going to keep the enemies out of there once i am gone, remains a mystery. While repairing, the night turned into day and the rig pigs(euphimism for oilrig workers) turned hostile for no reason. Whet's the deal here ?

Hale & Burton facilities are still patrolled by their security personal at night, and they shoot on sight regardless. This is a left over from behaviour in Vanilla JA. Try to avoid visiting the rig at night and you should be fine, you can still run admin and repair assignments there, just don't open in the tactical screen.

As for Militia, you should be able to train there as long as your loyalty is good enough. I've never had any issues at Oronegro, and find it's a good place to make a foothold in Arulco as I found Drassen is way too unstable with counter attacks early on in the game. Guerilla style, evasive hit and run tactics are almost compulsory in Vengeance until you are established with better mercs and weapons.

Thank you for the security tip. I wasn't aware of it. Concerning militia, i took one of the vanilla sectors and thus i was able to train militia everywhere. I suppose the same rule will apply to all other cities, so the militia problem is no more. I'll just have to be aware of the security fellows.

Security will be present at any oil rigs, as well as other H&B facilities. It's a bit of an inconvenience but it sort of reflects they are not entirely happy with you taking their assets. We were actually hoping to impliment possible counter strikes with H&B too, so you are probably getting the easier option for now.

Hello! Can someone help me with artillery strike? I got letter from Enrico that i have full acces to LMRS artillery support. I have tryed radio and such, but i dont figure it out how to use that.
My goal is to bombard tracona. Its little bit hard otherwise, cos there like 30 enemies when i land there

As long as you have access from Enrico and the GPS data to know where to strike you will automatically receive MLRS support by the rebels when entering certain maps, usually those with large Queen's army occupation. You can't pick and choose your targets, you'll know when you have the support when you see it...